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General Tabletop Discussion
*TTRPGs General
Different philosophies concerning Rules Heavy and Rule Light RPGs.
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<blockquote data-quote="pemerton" data-source="post: 9598384" data-attributes="member: 42582"><p>So, a "condition" would generally be a hard move. And so would be imposed when the rules permit and the GM decides that it follows from the fiction.</p><p></p><p>The rules of Apocalypse World permit a hard move (i) when a player's adjusted roll for a move is 6 or less, or (ii) when a player hands a golden opportunity on a plate.</p><p></p><p>This is why I am saying that the key difference is not the mechanics, but the rules that constrain a GM making a hard move.</p><p></p><p>To give a concrete example: in Moldvay Basic, it's fair game (as far as rules and procedures are concerned) to have deadly traps strike from nowhere. The opening of the chest in the example of play, where Black Dougal dies from a poison needle (because the player fails a save) is an example.</p><p></p><p>In Dungeon World, on the other hand, <em>you die from the poison</em> (a hard move by the GM) is not permissible in the absence of a soft move that put the life of the PC at stake in some fashion.</p><p></p><p>OD&D is much the same as Moldvay Basic in this context.</p><p></p><p>But it's not the same in virtually any RPG.</p><p></p><p>Consider, again, classic D&D (in any of its varieties - Moldvay Basic, Gygax's AD&D, OD&D, etc): <em>as part of the conversation</em>, it is permitted for the GM to make hard moves (including "nothing happens") just as their prep, and their extrapolation from their prep, dictatees. But in Dungeon World the making of hard moves is governed by completely different principles. Likewise Apocalypse World. I don't know how different Monster of the Week is from these other PbtA RPGs, but I'd be surprised if it's closer to classic D&D than it is to them.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9598384, member: 42582"] So, a "condition" would generally be a hard move. And so would be imposed when the rules permit and the GM decides that it follows from the fiction. The rules of Apocalypse World permit a hard move (i) when a player's adjusted roll for a move is 6 or less, or (ii) when a player hands a golden opportunity on a plate. This is why I am saying that the key difference is not the mechanics, but the rules that constrain a GM making a hard move. To give a concrete example: in Moldvay Basic, it's fair game (as far as rules and procedures are concerned) to have deadly traps strike from nowhere. The opening of the chest in the example of play, where Black Dougal dies from a poison needle (because the player fails a save) is an example. In Dungeon World, on the other hand, [I]you die from the poison[/I] (a hard move by the GM) is not permissible in the absence of a soft move that put the life of the PC at stake in some fashion. OD&D is much the same as Moldvay Basic in this context. But it's not the same in virtually any RPG. Consider, again, classic D&D (in any of its varieties - Moldvay Basic, Gygax's AD&D, OD&D, etc): [I]as part of the conversation[/I], it is permitted for the GM to make hard moves (including "nothing happens") just as their prep, and their extrapolation from their prep, dictatees. But in Dungeon World the making of hard moves is governed by completely different principles. Likewise Apocalypse World. I don't know how different Monster of the Week is from these other PbtA RPGs, but I'd be surprised if it's closer to classic D&D than it is to them. [/QUOTE]
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